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Best city builder in your opinion?
>Cities: Skylines
Shitties of them all in my opinion. In this one you have shit like 16 people living in a skyscraper and you can't even build realistic sized cities. The traffic simulation is supposed to be good but its nonsensical (drivers are incapable of changing lanes, the game puts pedestrian crossings through roundabouts etc.).
>Cities: Skylines 2
Not even top tier computers can run this past a certain city size.
>Simcity 4
You can build massive cities in it. Its a shame that the game was designed to build american style cities though (no mixed zones, no public housing, etc.). Game runs like shit too because of its old engine.
>Citystate 2
This is the best one in my opinion. Economics makes sense and you have neat details like poor people building slums if you can't fill their housing demand either through making enough housing zones or building public housing units. There is also an entire legislation system that allows you to make anything between a communist hellhole and an anarcho-capitalist dystopia. I wish the game was moddable though.
>>
>>2110457
>Best city builder in your opinion?
SC4, no contest.
It mods like shit, but nature finds its way to mod it anyway.
Honorable mention to SC3k, and somewhere there is a perfect reality where all the best features of both games are in a single package, while it is also very easy to mod
>>
>>2110457
Also
>Citystate
Buy an ad?
>Economics makes sense and you have neat details like poor people building slums
Judging by your screen, it's only neat if you are brown ESL, so a sight of slums right next to a skyscraper is a norm to you.
>>
>>2110457
>Best city builder in your opinion?
El Presidente politely disagrees with your attempts to push citystate on his people and is sending some of his finest men to your home to educate you on why the best place for the citizens of Tropico is Tropico itself.
>>
>>2110457
America has plentiful social housing though. This feels like an OP meant to ragebait and shill Citystate (same thing really).
>>
>>2110457
Buy an ad, Andy
Also, original Citystate was WAY fucking better than the shitty sequel.
>>
for me, it's Tropico 3 and Workers and Resources: Soviet Republic
>>
Unpopular opinion but I really enjoy the charm, building modularity and progression in SimCity 2013. Workers & Resources: Soviet Republic looks interesting, but appears to very micromanagement heavy, for example each residential building has to be placed individually instead of designating an area as residential like in SimCity or Cities: Skylines.
>>
I don't like city builders because they're more about painting maps than managing things.
But I like the idea of Sim City 4, where you first have to make the most of the space in a simpler, poorer city, without anything too advanced, and only then do you try to develop certain areas of the city.

I like A-Train 9 too. You develop the city indirectly with your trains, and it's just enjoyable to see things gradually grow according to your infrastructure for moving materials and passengers. And the train management part is more complex than simply painting zones in city builders, so I think it's a good balance between management and logistics, and city building.
>>
>>2110457
highrise city
simcity+factorio, made by german autists
>>
>>2110471
Tropico is for Tropicans.
>>
>>2110689
Kinda barebones. Frustrating that it is very difficult to layout grids and angles most times.
>>
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this is all I need. tempted to try the soviet game though.
>>
>>2110549
>Unpopular opinion but I really enjoy the charm, building modularity and progression in SimCity 2013.
Here is the (You) you were after
>>
>>2110901
>All I need is the shittiest of Impression's city builders
>>
Best to worst:
>Workers and Resources
>Tropico 4, SimCity 4
>Impressions series, SimCity 2013
>Cities XL, Cities Skylines 1
>Everything else
Workers and Resources is kind of micro heavy, but it makes me feel like I designed a city and its infrastructure instead of just painting a postcard. Cities Skylines is almost impossible to fail, so I don't feel like my designs matter at all outside of the traffic. Everything else is somewhere in between.
Never tried A train or Citystate.
>>
>>2111160
>Includes SC2013 abomination
>Doesn't mention SC3k, 2k or original
Zoom zoom zoom
>>
>>2111199
impressive integers.
>>
>>2110901
>>2110549
It's a very fun city planner but incredibly micro heavy. The residential planning isn't too complicated but most of the game is coordinating your industry and logistical system. Thankfully you can fine tune the gameplay at the start of every game by toggling which game functions you want to have running or not. Eg. if you want to figure out logistics you can choose to turn off electrical grid, heating and plumbing planning and make it so your pops are always have max satisfaction
>>
>>2111468
To expland on what anon said. I don't recommend starting your first game ever on realistic with all mechanics enabled just because that's how some youtuber plays it. Realistic was always a challenge mode that only got official support fairly late and they started learning the game before half of those mechanics existed. Building a functional city requires a bit of planning up front that without experience you will have a hard time so you want that option to quickbuild or magic food into stores if need be. Realistic start is also incredibly slow and you'll get a bad first impression.
There's two tutorial "campaigns" one is a shorter scenario covering basics and the other a bit longer freeform one with missions guiding you though games progression with some reasonable game settings enabled.
>>
>>2111199
>W-What about these worse versions of Simcity 4?
Nice to know nursing homes get internet too now.
As for Simcity 2013, it had interesting interactions and its citizens felt more alive than most city builders, what with actual homeless simulated, people actually protesting at city hall or directly giving you their concerns, crime having tangible effects on buildings, and so many other details that brought the world to life. If not for its small map sizes and buggy release (thanks EA), it would it have been the city builder of the 2010's instead of CS1.
>>
>>2110457
>Best city builder in your opinion?
Constructor (Plus), what's the matter? Can't handle a little competition....
>>
>>2111574
>Shits on actually good SC
>To pretend 2013 was anythinbg else than EA shitting the bed
Grab the final (You)
>>
>>2110727
This message has El Diablo’s seal of approval
>>
>>2110457
>In this one you have shit like 16 people living in a skyscraper and you can't even build realistic sized cities.

Get realistic population, rico, and 81 tiles mod. Problems solved. I'd argue its the most realistic of them all because of the variety of workshop buildings you can download. you can also import heightmaps of real places as your map.
>>
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36 hours into the first scenario (out of a total of about 70) of A-Train 9 Final, and I'm still nowhere near finishing it. The progress in this game is probably the slowest of any game ever made.
>>
Emperor Rise of The Middle Kingdom. So damn comfy.
>>
Nah, it is actually Sim City Society
>>
>>2114177
Thanks for reminding, downloading this gem
>>
>>2113821
I remember playing Tourism a few years ago and missions would take 4-6 hours. And then I'd fail.
>>
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>>2110901
I really enjoy Caesar III with the Augustus mod, but I don't talk about it often because a crazy hater always shows up when I do.
>>
>>2111586
mob rule was superior
>>
>>2110465
>brown
Hey that's normal in russia as well.
>>
>>2110457
SC4 hands down. I just wish modding for it was easier and that the regional system had more depth and unlocks associated with it. But nothing ever came close to beating it I think. A timeless classic. Real shame how EA killed Maxis and the series in the end.
>>
>>2110727
>clicks the 100 chinese immigrants button
Nihao :D:DDD:D
>>
>>2111160
>SC2013 anywhere above bottom placing
>No mentions of the pre-00s entries which are still well-respected to this day
Retard, ragebait or a literal child? You decide!
>>
Workers and Resources. No contest. Building just asphalt streets and watching your machines first lay gravel, then pour and roll the asphalt over it just does something to my autism bone.
For everyone intimidated by the "complexity" of the game: It's a complete meme. The "normal" way to play it plays like and regular city builder. Just do that for your first run, maybe do the campaign as it introduces you step by step to mechanics (most, not all).
After that start a new game with max amount of money and try realistic mode. This is where the game really shines, because without it, it just feels too much like a cookie-cutter sim city soviet edition.
With it, it becomes an autism trap guaranteed to release endorphin whenever a rail junction finally works or you start exporting big amounts of domestically produced alcohol.
>>
>>2115523
Maybe turn off seasons and heating requirements and go easy on the "realistic traffic" setting. Getting a heater system working is infuriating and the advanced traffic setting is only for people who REALLY love traffic management. But yeah the game is as simple or as complex as you want.
>>
>>2110457
>no public housing
It's called section 8. The US homeless crisis has more to do with drugs and mental health than any lack of housing.
>>
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>>2110457
Simcity 4. The region map view is an amazing feature.

OpenSC4 when?
>>
>>2112956
You still are dealing with the hard 80k agents limit. Big city builders should be statistical based like SC4

>>2115860
Transportation map
>>
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What concepts or ideas do you think would be a good addition to the CMS genre ?

Asking for a friend.
>>
>>2115891
Grand strategy elements where you can make vassals, establish colonies, set up logistical and trade networks to your capital. (Maybe with an ancient greek flavour)
Private companies like in Transport Taycoon that build housing/industry/transportation.
Local politics where you have to fulfill the needs of your citizens to get elected. Maybe combine this with Crusader-kings like mechainics for the local politicians. Or keep it more abstract, like the Democracy series.
A manor you can decorate for your mayor with embezzled public funds.
A relalistic helicopter you can fly around in your city. Or really, any type of vehicle, driving around a town you built would be fun.
A system for attracting high-value prostitues to your city you can date and have sex scenes with.
RTS mechanics where you battle kaiju as they wreak havoc on your city.
A system where your city can exchange drone/missile strikes with the AI or online players.
>>
>>2115891
Honestly, as controversial as it would be, I'd like to see citizen demographics with different demographics having +/- traits. And a way to incentivize/disincentives demographics moving to and from your city. It would significantly freshen up the genre. You could set your ports to only visit countries of certain demographics, sub-zone residential areas, manage immigration policies, of course the trick is these only ever influence the diversity of your city because uncontrolled immigration will always be a thing. If we were to fully entertain the racism you could adjust taxes, forcibly evict people from neighbor hoods, and lock-them up for longer or go all the way, declare martial law, call in the national guard and have them rounded up and shot (from a cannon to another city).

White = Vanilla Citizens - Nothing good, nothing bad.
Red = Lower Construction costs, increase population diversity.
Yellows = Reduce unemployment provided they have sufficient access to hospitals/universities,
Greens = Increase Revenue, Reduced happiness when mixed with other demographics
Purple = Increase happiness when mixed with other demographics, never happy
Browns = Increased population growth, Increased maintenance costs if religious infrastructure is insufficient
Blacks = Social support ($$$) increase citizen happiness, increased crime in the absence of social support
>>
>>2115956
Have you played Songs of Syx?
>>
>>2115525
>Getting a heater system working is infuriating
The only people who struggle with this are the ones who don't understand how to do public transportation or manage their workers.
>>
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>>2115523
Just built my first little town on realistic after finishing the first campaign mission and it really does tickle my autism something fierce in a good way. Only had to reload a save once so far after a huge mishap with sewage which caused me to fall way behind on the construction of the heating plant which I missed in time for winter which killed everyone off but I've got it all running smoothly now.
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>>2115860
>>2115864

are there any CMS games with a 21st century japanese or hong kong cyberpunk theme? or mods?
>>
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>>2116090
I don't know of any. But in A-Train, you can build megacities around more traditional areas. However, the newer version, "Tourism", has pretty bad graphics because it was originally made for Nintendo Switch. Perhaps with the arrival of A-Train 10, which is starting to be rumored, we will have a Japanese city management game with modern graphics where you can build super-dense modern megacities with Japanese aesthetics.
>>
>>2116090
just get Jap .bats for SC4
>>
I got Wandering Village. It's getting great reviews but the game seems really mediocre to me. I hate it when games dont respect your time and I learned that the devs recently made everything in the game take like 2x longer. I think that was a really bad idea because the main gimmick of the game is that you don't really get enough workers to be able to do everything, so you have to constantly move them around between jobs. It feels really bad if you have to "temporarily" (for like 60% of your total playtime) move workers away from generating progression resources so they can clean up toxic spores or whatever. So instead of generating 100 resources and then spending 5 minutes cleaning up, you generate 50 and because you need 100 you need to generate another 50 and then clean up again. Only it takes longer to clean up next time because the game gets harder as it goes on.

It also doesn't really feel like a city builder, I don't know if there's some adjacent genre it belongs to. It reminds me a lot of Don't Starve and other indie survival games, honestly, like it took inspiration from those rather than actual city builders.

It feels really good at the start when you can just focus all your villagers on clearcutting a forest, but then the game slows down massively, it's really confusing. You go from having enough leeway to stick 8 villagers on woodcutting to barely having enough resources to keep 1.
>>
Comparing CS:2 to SimCity 4 is painful

Simcity 4
>256MB of RAM, and a 32MB video card
>>
>>2116625
>I hate it when games dont respect your time and I learned that the devs recently made everything in the game take like 2x longer.
What'll blow your mind is their dev builds feature a 2x resource production difficulty modifier that they remove from the release candidates.
>>
>>2111145
The music is top notch at least
>>
>>2110457
Definitely modded CSL.
Honorable mentions to SC4 and SC3k, still very good games and the historical kings of the genre.
>>
>>2116441
Can you build a monorail go through the temple?
>>
>>2110457
SOVIET REPUBLIC
>>
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I don't know how population counting works in A-Train 9, but apparently this is a city with only 109k habitatnes.
>>
>>2115860
>>2115864
I've been trying to get into the Simcty 4 modding for maps exactly like this but I'm too retarded to figure it out
>>
>>2120151
>modding
That shit was all vanilla. You can download it.

Link in the video description I think
https://www.youtube.com/watch?v=aiq1jM-bB2Y
>>
>>2111199
Checked and correct
>>2111160
You must be at least 18 years old to post here
>>
I fucking did it. After five years and upwards for 100 hours of gameplay (20 hours in just the last week), I finally fucking beat the first non-tutorial mission in A-Train Tourism on Expert.

This is the greatest achievement of my life.
>>
>>2124407
Proud of you, son.
>>
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I finally finished the first scenario of A-Train 9 Final, after almost 60 hours.

My review:
The game is really enjoyable, once you get used to the somewhat confusing interface, but I don't think it's a game for those who like city builders. And the management part isn't complex either.

The game's strong point is the timetables. If you want to freely build fictional railroads and stations and micromanage the departure of each train from each platform with 1-minute precision, then this is definitely the best option on the market. No wonder so many youtune videos about this game are made in "construction" mode, where you can build everything freely.

The game itself is fun and satisfying, but there are some bad things. For example:

>trains unload all passengers at each station

This is a game mechanic. The idea is to pick up passengers in a well-urbanized area and "dump" them in the middle of nowhere, along with construction materials, and that's how you develop the city. At this point, I think the simulation in A-Tourism is much better, where passengers don't get off in the middle of nowhere, so you need much more complex and detailed planning if you really want to develop the city.

In any case, it's a good game, but it's more suited to those who want a timetable simulator rather than a game per se (in terms of gameplay, I think A-Tourism is far superior).

>>2124407
Lol. Some scenarios are quite difficult, but others are not so much. However, A-Train Tourism can be really difficult because of the scenario goals. I downloaded some scenarios that forced me to plan for five hours before I could actually start playing.
>>
>>2120146
the streets in this game look so big compared to the buildings
>>
Building stuff and making timetables in A-Train 9 is very fun but I haven't played actually completed a campaign because I can't figure out how to make my cities actually grow. The growth from making passenger stations seems negligible compared to cargo stations, but cargo is insanely unprofitable. Am I retarded? Also as the other anon said, everybody on Youtube plays in construction mode.
>>
>>2120146
is there any city builder out there that has accurate population numbers without abstracting it? and the population not being in the triple digits at most
>>
>>2126351
Gotta respect the japs that even playing their games is like having a second full time job
>>
>>2127546
Except it's actually satisfying. It's the job you wish you had.
>>
>>2120151
You can make regions bigger with MSPaint.
>>
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>>2127539
The game is quite simple. Your "resources" are materials and people. To develop an area, you need to:

>1. have building materials available nearby
>2. have people arriving at a nearby station

Passengers are "generated" in a denser area, where they board trains. They will be unloaded at the next station, regardless of what is there (it's not realistic at all). So the idea is to unload passengers at the station where you want to develop the area, while making building materials available at that location. Then just wait for the buildings to start appearing.
Manufacturing, transporting, and storing construction materials will almost always be a loss. But you lose money in this part to make 10x more with the subsidiaries you will build/buy in developed areas.

The only thing you need to be careful about is taxes. There is a tax on profits that you pay every month, but you have two other taxes that will be calculated on the last day of the year and must be (automatic) paid on April 1 and May 1, and these taxes are absurd. When you get to the end of December, it's best not to do anything else and just save money to pay the April and May taxes, and only then start spending money again.
>>
are there any other city builders that let you build a cyberpunk-ish city, other than fucking sc2013?
I hate the mechanics and the overall downgrade, but I love the megatowers and the aesthetics :(
>>
>>2127978
Oh, and there's an easy way to make money consistently in the stock market.
You go to the stock market and buy stocks that are worth $6.99 or less, and then you just put them up for sale when they are worth $15.00 or more.
The only thing you have to be careful about is not putting everything up for sale at the same time because that will crash the market. What I do is:

>if something is $6.99 or less, I buy 30k shares
>if something is $15.00, and I have shares, I put 10k of them up for sale
>if something is $20.00 and I have shares, I put 20k of them up for sale

Just repeat this procedure sparingly and you'll make money for free.
>>
>>2110457
C2 is the epitome of soulless
>Let's take my little indie game that's SC2k with few extra things
>Now time for dull, asset swapped 3D models!
>>
>>2127542
Workers and Resources can have several hundred thousand citizens that are all individually simulated, but this seems to have been done by simplifying their path finding and navigation.
>>
>>2127542
Pharaoh.
>b-but accurate population
Nigga, you are building Bronze Age settlements. Having a population of 5k in an arid wasteland bordering a desert is really pushing it
>>
>>2127542
>>2128190
In WRSR Citizens don't really roam or travel on their own, they have walking distance and if they can't find a job or services within around 400m walk they will go to a tran/but station to take them somewhere useful and will get off at the station that has something within it's walking distance. You will build walkable 15 minute cities with public transit and you will like it.
The biggest abstraction the game makes is that citizens only need to get TO their destination and teleport back home and while citizens have names, needs and education level they don't' actually have jobs. Manpower is more of an interchangeable resource that will do a shift wherever you drop them off, get "used up" and respawn back home.
The game is definitely towards the more realistic range in scale though. Factories can have hundreds of workers at once, but that's one shift so you need to 3x that and with all the other supporting services it really becomes a small town to run something at full capacity.
>>
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>>2110457
>Best city builder in your opinion?

Simcity 3000

/thread
>>
>>2114823
>because a crazy hater always shows up when I do.

Why are there so many mentally deranged people here? WHy can't they fucking kill themselves already?
>>
>>2111160
can I build a fascist neoclassical city in W&R?
>>
I'm still in denial about C2
I so badly want it to be good as I loved the first one.
But it runs like dog shit.
It's been released for 2 years now. I've been reading it runs even worse now. How did they fuck it up so badly?
>>
>>2128594
Honestly one of my favorite aspects of the game. You build towns or cities around the industries that you want to have.
>>
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I would love to have a city-building game that features better construction options for hilly/uneven areas. Usually, zoning mechanics just terraform or construct in a very unrealistic way. And I love the zoning mechanic in Cities XL, which fills empty areas with props, a really cool addition that you don't see anymore, probably because of performance.
>>
>>2111145
it would've objectively been a great game without the always online shit and small city size
>>
>>2110901
wrsr is great but it has many small mechanics that the game doesnt tell you about at all and if you dont know them they can completely wreck your game
>>
SC4 and it’s not even close.
>>
>S
>C
>3
>K
>>
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>>2110457
I like Anno 2205 aesthetically, but 1800 is superior gameplay wise.
>>
Someone needs to make an W&R-style city builder where all the stuff has to be hauled to the construction site but which doesn't require you to purchase every goddamn snowplow and steamroller. Captain of Industry is about the level of complexity that I'm looking at, but it feels like Factorio and I want a more realistic setting. I'm getting sick of painting roads.
>>
>>2141546
Captain of Industry is good, but yeah, it's more factory automation game than city builder. CoI progression doesn't rely on infinitely scaling production of basic items and is more interconnected so I like it more though.
Going back a bit, there's few modern setting city builders and ones that do are zone painters and/or abstract everything to cash. Resource management and construction are rarely a thing.
You get that more in historical/fantasy or sci-fi colony builders, but even then it's just bring resources to place and hammer the ground at most.
In settlers guys had to go out with shovels to even out terrain first.
>>
>>2141546
>Someone needs to make an W&R-style city builder where all the stuff has to be hauled to the construction site but which doesn't require you to purchase every goddamn snowplow and steamroller.
I think the procurement and management of vehicles is a big part of w&r. They did a great job in providing enough different vehicles per class with enough situations that each can be the best choice for.
>>
>>2127542
Manorlords
>>
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>>2141896
>I think the procurement and management of vehicles is a big part of w&r.
yes you're right. Buying e.g. 10 garbage trucks would be a significant decision that a city would make IRL. There's just something about W&R that makes everything take thrice as long as it should. It could be the terrible interface; in C:S or Transport Fever, you can drag around roads whereas it is cumbersome to make even a subtle alteration to your blueprints in W&R. I guess I still do want the blueprints for roads and zones, but I want it all to be constructed over time and requiring materials.

>>2141552
>zone painters
Foundation has the right idea: zone off the area for pleb housing but let the player build the monuments himself. Take that general idea and apply it to a modern city builder; zone painting is what happens in a real city, after all.

For example, imagine if you could designate a large parcel of land to be low density residential, and then allow the game to automatically divide that land into plots. Each plot of land would contain its own water line, power line, gas line, and so on. The parcel would hook into the city water mains (which you would have to draw in yourself). To get the construction done, you would award contracts, either internally to your own city-owned company, to local businesses, or to external firms who would just send trucks loaded with material and men from outside the map and down the highway. I don't reaally care about hooking up every single forklift road, I just sort of want to section off areas where stuff is located and let the game figure out the details.
>>
>>2142134
>I guess I still do want the blueprints for roads and zones
*the ability to paint roads and zones
>>
>>2115956
Different pops with different needs is always fun. I wish devs wouldn't shy away from it, you don't have to make it negative.
>>
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>open thread
>remember there's no rotating space-colony simulator worth a damn
>depress

Doesn't help that if the game don't simulate building high, with lower and even 0G gravity, I don't see the point of making a sub-standard city game there the edge just happen to loop on each side.
IXION had a nice ambiance but ultimately lacked content and was just a management game with grid building.
>>
>>2133216
>fascist
>Game is called Soviet Republic
anon...
But joking aside, there are plenty of building mods to give you that feel.
>>
>>2115891
sorta like workers and resources a "capacity" based planning system. eg. a workplace (factory, office, etc) can process 1000 people a week, and people need to go 5 times a week. some people will have a workplace in walking range while others outside will have to drive in, or find public transit. people will try and find the highest paying workplace they have education for in walking range with spare capacity per week. if there isn't any they'll look farther out and paying less

each person has a "disposable income" depending on the valuation of the place they live, their job, their taxes and other utilities. places with more "disposable income" will have more demand for commercial buildings, making more workplaces. areas with lots of workplaces with spare capacity will increase residential demand.

there could also be some lightweight logistics systems to drive demand for industrial workplaces, eg whether your city imports everything and is a service economy driven by commercial building demand or has a few factories to producing things from natural resources providing demand.

also state owned commercial buildings that are placed by the player as in w&r (supermarkets, bars, factories, fields) or just plopping zoning districts and let supply and demand build you a privately owned building to meet demand.
>>
Cities Skylines 1 gives me everything I need (except for fast loading - too many mods)
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>>2139200
In the far future of 2205, there is no paint left having been depleted in the Sherwin Williams war of 2170.
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>>2134812
not sure - is the mod support worse? Also without mod conversion utilities all those mods won't get ported over - not as many people interested in the genra to fix the mistakes (and also the mods that added quality of life should have been integrated into the new game - many a mod author won't even bother if the devs ignore something useful like traffic light and lane editing for the next iteration).
Course this applies to all moddable games that have been out for a significant amount of time and built up a massive mod library.
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W&R is kino simple as
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>>2153182
Fuck off, bumpfag
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Bump
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>>2142134
>I don't reaally care about hooking up every single forklift road, I just sort of want to section off areas where stuff is located and let the game figure out the details.
W&R pissed me off because of this (and assorted technical debt issues like how power lines make no sense) because it just made no sense in terms of realism.
I think it would be better if you could just designate an area, that area would get walled in (when was the last time you saw an industrial area without some sort of fence) and you could put buildings inside that would get automatically connected by forklifts using some basic pathfinding. Drop a gate or two at edges for vehicle access, maybe add some additional industrial zone utilities like truck parking zones, etc. and it would not only cut required fucking with blueprints by half, it would also look and feel much more realistic.
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>>2110564
Is there any hope of a non-Japanese speaker learning how to play and enjoy this game? Is there much in the way of English documentation or community for it?
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>>2137895
Like what? (genuinely curious, not arguing)
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>>2157228
Nta, but one example is hooking up multiple power sources to the same grid will probably cause all sorts of problems if you don't know how loading gets assigned, like connecting a tiny windmill may result in it being grossly overloaded with half the republic's power draw, while the larger coal power plant on the grid idles at 3% of its generating capacity.
Once you know how the system works though, you can make layouts that prioritize wind/solar/waste power over powerplants and designate coal/oil or imported power sources as backup sources for nuclear power plants.
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>Install Workers & Resources at thread's behest
>get fairly far, learning the game mechanics and testing out things the game doesn't really show off in the tutorial
>Have far off external mining town
>Decide to give the heliport a try
>Setup two stops, one on the outskirts of my main city center
>one on the opposite side of the map at the coal town
>surprised to see dozens of citizens lined up for this one helicopter transit
>click on a guy to follow his journey
>these coalminers are flying across the map to play football since I don't have a football stadium at the coal town
This game is so kino
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>>2114846
obsessed nafo subhuman
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Is the workers and resources early start DLC worth the price even on sale rn?
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>>2157835
The DLC is as much as the base game is and I personally don't see the appeal of starting with shittier trucks, steam trains and even more buildings tech locked.
Maybe if you need an additional challenge and/or are bored of the base game. There's also new assets for smaller brick based buildings but a large part of the appeal for me was building prefab commieblocks.
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>>2157835
There isn't much in the es dlc that you can't already get with mods. The only unique stuff it adds are trains that use coal and water instead of fuel, cobblestone roads/paths, brick sewer pipes, and electrified wooden-tied railway track. The start date and a lot of the assets can already be done with mods, but if you are looking for a challenge and don't want to fuck with mods and save editing, then the dlc may be worth it to you.
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I recently just got the physical copy of cs1 for my ps4 because I cant run a decent sized city on my shitty laptop. Enjoying it so far
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>>2159429
I'm not ashamed to admit I like this DLC an unreasonable amount purely because I like seeing steam trains go choo choo.
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>>2110457
It's Workers and Resources: Soviet Republic. No other sloppy "city builder" can compete with providing actual goods to real working citizens.
>tfw everyone dies of pollution again because one specific garbage container is overflowing
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>>2146511
Are you old enough to remember Outpost? It was hyped up a lot before release and sounded amazing. After you finally got your hands of it, you saw it was an unfinished mess that could have been great but completely wasted its potential.
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>>2159926
i want a marsgame that looks like that box art.
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>>2159926
>Are you old enough to remember Outpost?
I'm only old enough to remember gaming magazines about it.
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>>2110457
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I dont like how Workers and Resources looks too brown and i dont like commie blocks.
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>>2110464
SC4 ftw
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>>2159926
There's a group on Outpost Universe that I think is trying to remake and update it. I have no personal experience with it, I'm an Outpost 2 fan from way back and that is decidedly an RTS and not a city builder.



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